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	<title>Comments on: Sometimes to Run a Fun Game You Need to Ignore the Game</title>
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3811</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Sun, 18 Jan 2009 16:34:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3811</guid>
		<description>&lt;a href=&#039;#comment-3809&#039; rel=&quot;nofollow&quot;&gt;@Rust&lt;/a&gt; - I like the term &quot;Drift&quot; as a way to describe what I wrote of for those who subscribe to the GNS theory. As for Creative Agenda, well that is a term that applies directly to the GNS theory. So while what I have written is an endorsement of the occasional use of Drift according to the GNS theory with the idea of Creative Agenda being a part of the game, I myself do not endorse the GNS theory and don&#039;t adhere to it.

This is not to say that GNS theory is wrong, but it is not a theory that I believe in. I prefer to take a different approach with my games and my game designs. I really enjoy works like &quot;Rules of Play: Game Design Fundamentals&quot; by Katie Salen and Eric Zimmerman available from The MIT Press. Their research into game theory and the biology and architecture of the human brain leads me to think the GNS is a bit too narrow to describe what is happening at a physical and psychological level when a person is playing a game.

This article was written from that perspective. That we as human beings might stray from rules because our brain has become bored with something that normally is fun. Literally our brains are processing something and it is experienced as fun until over time and with repetition that very same event is now boring. It may become fun again with a short break, and most likely will become fun again with a short break, but at that moment our brains are saying &quot;That&#039;s enough. Fun effect off.&quot;

Since that is our physical reality, a good GM has to be ready to take that break from the game and allow a distraction moment take off. First because it is just plain cool when those moments occur naturally. Let them ride out. Second so that the collective set of brains at the table each has a moment to stop playing the game in order to reset the &quot;fun factor&quot; of the game.

I hope that helps you to understand where I am coming from as the author of the article. Sorry that my response isn&#039;t in the terms of Creative Agenda, but since I don&#039;t subscribe to GNS theory I wouldn&#039;t feel comfortable in writing from that perspective.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3811&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3809' rel="nofollow">@Rust</a> &#8211; I like the term &#8220;Drift&#8221; as a way to describe what I wrote of for those who subscribe to the GNS theory. As for Creative Agenda, well that is a term that applies directly to the GNS theory. So while what I have written is an endorsement of the occasional use of Drift according to the GNS theory with the idea of Creative Agenda being a part of the game, I myself do not endorse the GNS theory and don&#8217;t adhere to it.</p>
<p>This is not to say that GNS theory is wrong, but it is not a theory that I believe in. I prefer to take a different approach with my games and my game designs. I really enjoy works like &#8220;Rules of Play: Game Design Fundamentals&#8221; by Katie Salen and Eric Zimmerman available from The MIT Press. Their research into game theory and the biology and architecture of the human brain leads me to think the GNS is a bit too narrow to describe what is happening at a physical and psychological level when a person is playing a game.</p>
<p>This article was written from that perspective. That we as human beings might stray from rules because our brain has become bored with something that normally is fun. Literally our brains are processing something and it is experienced as fun until over time and with repetition that very same event is now boring. It may become fun again with a short break, and most likely will become fun again with a short break, but at that moment our brains are saying &#8220;That&#8217;s enough. Fun effect off.&#8221;</p>
<p>Since that is our physical reality, a good GM has to be ready to take that break from the game and allow a distraction moment take off. First because it is just plain cool when those moments occur naturally. Let them ride out. Second so that the collective set of brains at the table each has a moment to stop playing the game in order to reset the &#8220;fun factor&#8221; of the game.</p>
<p>I hope that helps you to understand where I am coming from as the author of the article. Sorry that my response isn&#8217;t in the terms of Creative Agenda, but since I don&#8217;t subscribe to GNS theory I wouldn&#8217;t feel comfortable in writing from that perspective.
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		<title>By: Rust</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3809</link>
		<dc:creator>Rust</dc:creator>
		<pubDate>Sun, 18 Jan 2009 04:53:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3809</guid>
		<description>I&#039;d like to hear your take on the definition of Drift as offered over on the Forge. 

Drift

    Changing from one Creative Agenda to another, or from the lack of shared Creative Agenda to a specific one, during play, typically through changing the System. In observational terms, often marked by openly deciding to ignore or alter the use of a given rule

http://indie-rpgs.com/_articles/glossary.html

It would be interesting to hear your analysis in terms of Creative Agenda.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3809&#039;,&#039;Rust&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to hear your take on the definition of Drift as offered over on the Forge. </p>
<p>Drift</p>
<p>    Changing from one Creative Agenda to another, or from the lack of shared Creative Agenda to a specific one, during play, typically through changing the System. In observational terms, often marked by openly deciding to ignore or alter the use of a given rule</p>
<p><a href="http://indie-rpgs.com/_articles/glossary.html" rel="nofollow">http://indie-rpgs.com/_articles/glossary.html</a></p>
<p>It would be interesting to hear your analysis in terms of Creative Agenda.
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		<title>By: Child Progeny</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3717</link>
		<dc:creator>Child Progeny</dc:creator>
		<pubDate>Fri, 09 Jan 2009 23:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3717</guid>
		<description>This is the reason it&#039;s spelled &quot;Role Playing&quot; and not &quot;Roll Playing.&quot; Fun supersedes rules 100% of the time.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3717&#039;,&#039;Child Progeny&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is the reason it&#8217;s spelled &#8220;Role Playing&#8221; and not &#8220;Roll Playing.&#8221; Fun supersedes rules 100% of the time.
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3695</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Thu, 08 Jan 2009 19:47:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3695</guid>
		<description>Firstly, Your comments about what makes the game fun are well taken.  I also would bring out from it that this is why we don&#039;t just all play online all day.  The social aspect of the game is critical to the enjoyment.  And yes, the game is the medium to getting together.  As we get older, it has been made clear to me that a bunch of adults (chronologically, at least) with jobs, children, families, bills and other responsibilities have it a lot of reasons not to go out, and the gaming thing has just kept on being the reason we get together.  And some of my PC&#039;s have been with me over 25 years.

Secondly, this only happened because we based the rules on the game we all wanted to play.  My PC&#039;s play the game and create the story based on these rules, and sometimes rolling that 96% on a simple lie attempt after great exposition is part of creating that great story  (&quot;How was I to known that the stupid gate guard has a brother that really IS a necromancer??&quot;).  
So I think that Tim Jensen&#039;s point is very well made and that in the right system, Roleplaying is emphasized anyways.

I think we are opening up a 96&#039; Sterling Reserve Cab and a 2001 Barolo so far this Sunday.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3695&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Firstly, Your comments about what makes the game fun are well taken.  I also would bring out from it that this is why we don&#8217;t just all play online all day.  The social aspect of the game is critical to the enjoyment.  And yes, the game is the medium to getting together.  As we get older, it has been made clear to me that a bunch of adults (chronologically, at least) with jobs, children, families, bills and other responsibilities have it a lot of reasons not to go out, and the gaming thing has just kept on being the reason we get together.  And some of my PC&#8217;s have been with me over 25 years.</p>
<p>Secondly, this only happened because we based the rules on the game we all wanted to play.  My PC&#8217;s play the game and create the story based on these rules, and sometimes rolling that 96% on a simple lie attempt after great exposition is part of creating that great story  (&#8220;How was I to known that the stupid gate guard has a brother that really IS a necromancer??&#8221;).<br />
So I think that Tim Jensen&#8217;s point is very well made and that in the right system, Roleplaying is emphasized anyways.</p>
<p>I think we are opening up a 96&#8242; Sterling Reserve Cab and a 2001 Barolo so far this Sunday.
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		<title>By: IElegantSolution</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3679</link>
		<dc:creator>IElegantSolution</dc:creator>
		<pubDate>Thu, 08 Jan 2009 02:34:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3679</guid>
		<description>Speaking primarily as a player with worries about intra-party oneupmanship, I see the rules as a way of preventing exploitation in which one player can become exceedingly powerful and hog the spotlight. My philosophy on the rules is that the rules preserve equity of power between players. When the rules destroy interesting things characters are trying to accomplish, or when they quash roleplaying in the way described in the negotiation example, they ought to be discarded. And some systems, particularly to my knowledge, old WOD Mage: the Ascension is this way--specifically discourage dice throws and rules lawyering when the way the characters deal with the scene is more important than the game mechanics.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3679&#039;,&#039;IElegantSolution&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Speaking primarily as a player with worries about intra-party oneupmanship, I see the rules as a way of preventing exploitation in which one player can become exceedingly powerful and hog the spotlight. My philosophy on the rules is that the rules preserve equity of power between players. When the rules destroy interesting things characters are trying to accomplish, or when they quash roleplaying in the way described in the negotiation example, they ought to be discarded. And some systems, particularly to my knowledge, old WOD Mage: the Ascension is this way&#8211;specifically discourage dice throws and rules lawyering when the way the characters deal with the scene is more important than the game mechanics.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3675</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Wed, 07 Jan 2009 22:45:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3675</guid>
		<description>&lt;a href=&#039;#comment-3670&#039; rel=&quot;nofollow&quot;&gt;@Timon&lt;/a&gt; - You have one vicious ten-year old son there. He can come play in my game anytime! :)

But that is the point exactly - your son and his mates are going to have a different definition of what would be fun than the rules were most likely designed for. A table of thirty-something gamers might not enjoy that kind of play, but I can see how a group of kids would.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3675&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3670' rel="nofollow">@Timon</a> &#8211; You have one vicious ten-year old son there. He can come play in my game anytime! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>But that is the point exactly &#8211; your son and his mates are going to have a different definition of what would be fun than the rules were most likely designed for. A table of thirty-something gamers might not enjoy that kind of play, but I can see how a group of kids would.
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		<title>By: Timon</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3670</link>
		<dc:creator>Timon</dc:creator>
		<pubDate>Wed, 07 Jan 2009 21:42:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3670</guid>
		<description>I had recently ran a game with my ten-year old son and his mates. He wanted to get the candle he had picked up earlier out of his backpack out, light it and set the Harpy&#039;s greasy hair on fire. I went to enormous lengths to convince him that this was not possible, realistic etc etc etc. Sure it would not be easy, but the cool things I could then have had happen (Harpy goes ballistic, dives headfirst into the frozen lake etc) if I had remembered that my goal was for them to have FUN... That is rule number one. 

To my mind the only purpose of consistent rules in an RPG is to prevent what otherwise occurs in games of pretend: &quot;you have a super sword? Well I have armour that is stronger than your sword...and I can fly&quot;. As long as that is not happening we are ok.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3670&#039;,&#039;Timon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I had recently ran a game with my ten-year old son and his mates. He wanted to get the candle he had picked up earlier out of his backpack out, light it and set the Harpy&#8217;s greasy hair on fire. I went to enormous lengths to convince him that this was not possible, realistic etc etc etc. Sure it would not be easy, but the cool things I could then have had happen (Harpy goes ballistic, dives headfirst into the frozen lake etc) if I had remembered that my goal was for them to have FUN&#8230; That is rule number one. </p>
<p>To my mind the only purpose of consistent rules in an RPG is to prevent what otherwise occurs in games of pretend: &#8220;you have a super sword? Well I have armour that is stronger than your sword&#8230;and I can fly&#8221;. As long as that is not happening we are ok.
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		<title>By: brcarl</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3668</link>
		<dc:creator>brcarl</dc:creator>
		<pubDate>Wed, 07 Jan 2009 21:23:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3668</guid>
		<description>I used to think that you should ALWAYS fore-go a rule enforcement or ignore a bad die roll when it got in the face of good role-playing. But my fairly strict DM had an interesting response when I last whined about a miserable &quot;1&quot;: if you always succeed, where&#039;s the excitement?

It&#039;s a valid point.  I enjoy butt-kicking and glamor as much as the next escapist role-player, but if things always fall your way, then it deflates the game (eventually).  Like most things in this subjective hobby, it&#039;s matter of balance: knowing when to fudge, and when to stick to your guns.  That comes through best when you have a confident, knowledgeable GM and fellow players.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3668&#039;,&#039;brcarl&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I used to think that you should ALWAYS fore-go a rule enforcement or ignore a bad die roll when it got in the face of good role-playing. But my fairly strict DM had an interesting response when I last whined about a miserable &#8220;1&#8243;: if you always succeed, where&#8217;s the excitement?</p>
<p>It&#8217;s a valid point.  I enjoy butt-kicking and glamor as much as the next escapist role-player, but if things always fall your way, then it deflates the game (eventually).  Like most things in this subjective hobby, it&#8217;s matter of balance: knowing when to fudge, and when to stick to your guns.  That comes through best when you have a confident, knowledgeable GM and fellow players.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3667</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 07 Jan 2009 19:30:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3667</guid>
		<description>&lt;a href=&#039;#comment-3666&#039; rel=&quot;nofollow&quot;&gt;@Sarlax&lt;/a&gt; - I think it&#039;s more like, &quot;These are the mechanics by which we will &lt;b&gt;start playing&lt;/b&gt; the game.&quot;  No battle plan survives contact with the enemy. ;-)

And yes, a &lt;i&gt;good&lt;/i&gt; GM will involve the rest of the group in any significant rule changes.  But managing such things as house rules is traditionally the GM&#039;s turf.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3667&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3666' rel="nofollow">@Sarlax</a> &#8211; I think it&#8217;s more like, &#8220;These are the mechanics by which we will <b>start playing</b> the game.&#8221;  No battle plan survives contact with the enemy. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>And yes, a <i>good</i> GM will involve the rest of the group in any significant rule changes.  But managing such things as house rules is traditionally the GM&#8217;s turf.
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		<title>By: Sarlax</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3666</link>
		<dc:creator>Sarlax</dc:creator>
		<pubDate>Wed, 07 Jan 2009 19:21:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3666</guid>
		<description>If it&#039;s clear from the outset that the GM is going to have this authority and they group accepts it, I think this is a fine approach. When it crops up unexpectedly in the middle of the game, however, it can be problematic. 

A lot is made of social contracts in gaming, both implicit and explicit. An oft-overlooked element of the social contact is the system itself. When a group selects a system, it is declaring, &quot;These are the mechanics by which we will play the game,&quot; and making a joint decision regarding a major element of the social contract. 

If the GM significantly tampers with the rules without consultation, or makes frequent exceptions, he&#039;s effectively violating the social contract. Unless, of course, the group already agrees that this is acceptable.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3666&#039;,&#039;Sarlax&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>If it&#8217;s clear from the outset that the GM is going to have this authority and they group accepts it, I think this is a fine approach. When it crops up unexpectedly in the middle of the game, however, it can be problematic. </p>
<p>A lot is made of social contracts in gaming, both implicit and explicit. An oft-overlooked element of the social contact is the system itself. When a group selects a system, it is declaring, &#8220;These are the mechanics by which we will play the game,&#8221; and making a joint decision regarding a major element of the social contract. </p>
<p>If the GM significantly tampers with the rules without consultation, or makes frequent exceptions, he&#8217;s effectively violating the social contract. Unless, of course, the group already agrees that this is acceptable.
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3665</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Wed, 07 Jan 2009 18:49:18 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-3658&#039; rel=&quot;nofollow&quot;&gt;@Patrick Benson&lt;/a&gt; - Haha, gotta love the Tom Sawyer approach.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3665&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3658' rel="nofollow">@Patrick Benson</a> &#8211; Haha, gotta love the Tom Sawyer approach.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3661</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 07 Jan 2009 17:30:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3661</guid>
		<description>I&#039;ve been known to say things like that, yes...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3661&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been known to say things like that, yes&#8230;
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3660</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Wed, 07 Jan 2009 17:06:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3660</guid>
		<description>&lt;a href=&#039;#comment-3657&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - Oh yes! The &quot;sometimes&quot; part of this article is very important indeed. If you find yourself consistently ignoring a certain rule that is a good indicator that you and your group either need a house rule for that part of the game, or perhaps you should investigate playing another system that is a better fit for your group. Excellent point.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3660&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3657' rel="nofollow">@Scott Martin</a> &#8211; Oh yes! The &#8220;sometimes&#8221; part of this article is very important indeed. If you find yourself consistently ignoring a certain rule that is a good indicator that you and your group either need a house rule for that part of the game, or perhaps you should investigate playing another system that is a better fit for your group. Excellent point.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3658</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Wed, 07 Jan 2009 17:03:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3658</guid>
		<description>Great comments all around!

&lt;a href=&#039;#comment-3645&#039; rel=&quot;nofollow&quot;&gt;@Tim Jensen&lt;/a&gt; - That is a good point, but from my experience rarely has an RPG system been a perfect fit for any group. I&#039;m a big fan of Fudge and that system strongly encourages tweaking and fiddling with the rules (hell, I&#039;d say that it is a requirement of Fudge at times). No matter how much I&#039;ve tweaked the rules with that wonderfully flexible system there is always something that doesn&#039;t quite fit for a particular group or genre. Luckily Fudge also encourages ditching the rules in order to keep the fun. You should find the system that is the best match for your play style, but this hobby is subjective as a fellow gnome-who-might-be-named-Kurt likes to say. That means what you think is a fit might not be what the rest of your group thinks is a fit.

&lt;a href=&#039;#comment-3648&#039; rel=&quot;nofollow&quot;&gt;@itliaf&lt;/a&gt; - Actually we gnomes influence your thoughts and situations to better fit the articles that we would like to write. This universe revolves around us and our felt hats. :)

&lt;a href=&#039;#comment-3651&#039; rel=&quot;nofollow&quot;&gt;@pseudodragon&lt;/a&gt; - Introducing changes or new systems can be difficult. One of my sneakier tactics is the &#039;reverse psychology&#039; approach. I&#039;ll read that new RPG or I&#039;ll be writing out those proposed house rules at the table and wait for someone to ask &quot;Watcha&#039; doin&#039;?&quot; and reply with &quot;Nothing, just checking out this really awesome new RPG that you wouldn&#039;t want to play.&quot; or &quot;Nothing, just coming up with a completely better approach to combat initiative that you wouldn&#039;t like.&quot;

And yes, that really works. Generic deity help me, it absolutely works with some very smart and intelligent people. I&#039;m sure that someone has used the same cheesy tactic with me and that it worked just as well. We gamers are a silly lot.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3658&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great comments all around!</p>
<p><a href='#comment-3645' rel="nofollow">@Tim Jensen</a> &#8211; That is a good point, but from my experience rarely has an RPG system been a perfect fit for any group. I&#8217;m a big fan of Fudge and that system strongly encourages tweaking and fiddling with the rules (hell, I&#8217;d say that it is a requirement of Fudge at times). No matter how much I&#8217;ve tweaked the rules with that wonderfully flexible system there is always something that doesn&#8217;t quite fit for a particular group or genre. Luckily Fudge also encourages ditching the rules in order to keep the fun. You should find the system that is the best match for your play style, but this hobby is subjective as a fellow gnome-who-might-be-named-Kurt likes to say. That means what you think is a fit might not be what the rest of your group thinks is a fit.</p>
<p><a href='#comment-3648' rel="nofollow">@itliaf</a> &#8211; Actually we gnomes influence your thoughts and situations to better fit the articles that we would like to write. This universe revolves around us and our felt hats. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href='#comment-3651' rel="nofollow">@pseudodragon</a> &#8211; Introducing changes or new systems can be difficult. One of my sneakier tactics is the &#8216;reverse psychology&#8217; approach. I&#8217;ll read that new RPG or I&#8217;ll be writing out those proposed house rules at the table and wait for someone to ask &#8220;Watcha&#8217; doin&#8217;?&#8221; and reply with &#8220;Nothing, just checking out this really awesome new RPG that you wouldn&#8217;t want to play.&#8221; or &#8220;Nothing, just coming up with a completely better approach to combat initiative that you wouldn&#8217;t like.&#8221;</p>
<p>And yes, that really works. Generic deity help me, it absolutely works with some very smart and intelligent people. I&#8217;m sure that someone has used the same cheesy tactic with me and that it worked just as well. We gamers are a silly lot.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/sometimes-to-run-a-fun-game-you-need-to-ignore-the-game/comment-page-1#comment-3657</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 07 Jan 2009 16:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=2151#comment-3657</guid>
		<description>I agree with the main thrust of the article... but also with the &quot;sometimes&quot; part of the title. I&#039;m not shy about dropping rules or changing systems, but you have to accept that there are long term consequences to these changes.

For example, if you adopt the popular position that &quot;if you convince me, your character convinces the NPC,&quot; that&#039;s often a fun change. It gives people an incentive to stay in character and to play to the extent of their skill. But... it also means a hesitant or non-persuasive player can&#039;t have the wish fulfillment of playing a cunning conman, that character skill distributions will change (no reason to spend points on social skills if player aptitude is what matters), etc. None of these things are necessarily bad, but they&#039;re often unintended consequences.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3657&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I agree with the main thrust of the article&#8230; but also with the &#8220;sometimes&#8221; part of the title. I&#8217;m not shy about dropping rules or changing systems, but you have to accept that there are long term consequences to these changes.</p>
<p>For example, if you adopt the popular position that &#8220;if you convince me, your character convinces the NPC,&#8221; that&#8217;s often a fun change. It gives people an incentive to stay in character and to play to the extent of their skill. But&#8230; it also means a hesitant or non-persuasive player can&#8217;t have the wish fulfillment of playing a cunning conman, that character skill distributions will change (no reason to spend points on social skills if player aptitude is what matters), etc. None of these things are necessarily bad, but they&#8217;re often unintended consequences.
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